mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-13 02:13:06 +00:00
On the tin, doing it like this means we can reduce our overall line fingerprint whenever we have to add two or more traits from the same source on the same target. Especially helps when we get to the 4+ range of traits, a breath of fresh air even. Doesn't mean we have to do for loops, as that's already handled within the define as well. I replaced some of the checks with `length()` checks, let me know if I should switch it over to something else (maybe `islist()`)? We stack_trace whenever we're not passed a list reference on purpose, and sometimes var/lists are null by default (or just empty, making this redundant). ## Why It's Good For The Game I commonly feel the urge to write "use `AddTraits()`" or something in reviews, then am sad when I remember it doesn't exist. I will no longer be sad. Can ensure a lot more trait safety as well by using static lists- when both ADD_TRAIT_LIST and REMOVE_TRAIT_LIST re-use the same list, you are confident (from a static point of view) that everything that you want to be adding/removing works. I may have missed a few things where this could be used, but both macros implemented in this PR still use the same framework that was being used in the last four years- so stuff won't break if left untouched. Just a nifty new tool for developers. also fixed up some code in the area, numerous bugs were found and exploded
399 lines
11 KiB
Plaintext
399 lines
11 KiB
Plaintext
#define TRANSFORMATION_DURATION 22
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/mob/living/carbon/proc/monkeyize(instant = FALSE)
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if (notransform || transformation_timer)
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return
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if(ismonkey(src))
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return
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if(instant)
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finish_monkeyize()
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return
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//Make mob invisible and spawn animation
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notransform = TRUE
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Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify(loc)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_monkeyize)), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_monkeyize()
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transformation_timer = null
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to_chat(src, "<B>You are now a monkey.</B>")
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notransform = FALSE
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icon = initial(icon)
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invisibility = 0
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set_species(/datum/species/monkey)
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SEND_SIGNAL(src, COMSIG_HUMAN_MONKEYIZE)
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uncuff()
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regenerate_icons()
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return src
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////////////////////////// Humanize //////////////////////////////
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//Could probably be merged with monkeyize but other transformations got their own procs, too
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/mob/living/carbon/proc/humanize(species = /datum/species/human, instant = FALSE)
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if (notransform || transformation_timer)
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return
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if(!ismonkey(src))
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return
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if(instant)
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finish_humanize(species)
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return
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//Make mob invisible and spawn animation
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notransform = TRUE
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Paralyze(TRANSFORMATION_DURATION, ignore_canstun = TRUE)
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icon = null
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cut_overlays()
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invisibility = INVISIBILITY_MAXIMUM
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new /obj/effect/temp_visual/monkeyify/humanify(loc)
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transformation_timer = addtimer(CALLBACK(src, PROC_REF(finish_humanize), species), TRANSFORMATION_DURATION, TIMER_UNIQUE)
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/mob/living/carbon/proc/finish_humanize(species = /datum/species/human)
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transformation_timer = null
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to_chat(src, "<B>You are now a human.</B>")
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notransform = FALSE
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icon = initial(icon)
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invisibility = 0
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set_species(species)
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SEND_SIGNAL(src, COMSIG_MONKEY_HUMANIZE)
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regenerate_icons()
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return src
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/mob/proc/AIize(client/preference_source, move = TRUE)
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var/list/turf/landmark_loc = list()
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if(!move)
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landmark_loc += loc
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else
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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if(locate(/mob/living/silicon/ai) in sloc.loc)
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continue
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if(sloc.primary_ai)
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LAZYCLEARLIST(landmark_loc)
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landmark_loc += sloc.loc
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break
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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to_chat(src, "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone.")
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for(var/obj/effect/landmark/start/ai/sloc in GLOB.landmarks_list)
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landmark_loc += sloc.loc
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if(!length(landmark_loc))
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message_admins("Could not find ai landmark for [src]. Yell at a mapper! We are spawning them at their current location.")
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landmark_loc += loc
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if(client)
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stop_sound_channel(CHANNEL_LOBBYMUSIC)
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var/mob/living/silicon/ai/our_AI = new /mob/living/silicon/ai(pick(landmark_loc), null, src)
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. = our_AI
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if(preference_source)
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apply_pref_name(/datum/preference/name/ai, preference_source)
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qdel(src)
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/mob/living/carbon/AIize(transfer_after = TRUE, client/preference_source)
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if (notransform)
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return
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notransform = TRUE
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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return ..()
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/mob/living/carbon/human/AIize(transfer_after = TRUE, client/preference_source)
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if (notransform)
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return
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for(var/t in bodyparts)
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qdel(t)
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return ..()
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/mob/proc/Robotize(delete_items = 0, transfer_after = TRUE)
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if(notransform)
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return
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notransform = TRUE
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var/mob/living/silicon/robot/new_borg = new /mob/living/silicon/robot(loc)
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new_borg.gender = gender
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new_borg.invisibility = 0
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if(client)
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new_borg.updatename(client)
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if(mind) //TODO //TODO WHAT
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if(!transfer_after)
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mind.active = FALSE
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mind.transfer_to(new_borg)
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else if(transfer_after)
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new_borg.key = key
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if(new_borg.mmi)
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new_borg.mmi.name = "[initial(new_borg.mmi.name)]: [real_name]"
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if(new_borg.mmi.brain)
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new_borg.mmi.brain.name = "[real_name]'s brain"
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if(new_borg.mmi.brainmob)
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new_borg.mmi.brainmob.real_name = real_name //the name of the brain inside the cyborg is the robotized human's name.
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new_borg.mmi.brainmob.name = real_name
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new_borg.job = JOB_CYBORG
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new_borg.notify_ai(AI_NOTIFICATION_NEW_BORG)
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. = new_borg
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if(new_borg.ckey && is_banned_from(new_borg.ckey, JOB_CYBORG))
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INVOKE_ASYNC(new_borg, TYPE_PROC_REF(/mob/living/silicon/robot, replace_banned_cyborg))
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qdel(src)
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/mob/living/Robotize(delete_items = 0, transfer_after = TRUE)
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if(notransform)
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return
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notransform = TRUE
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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if(delete_items)
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qdel(W)
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else
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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notransform = FALSE
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return ..()
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/mob/living/silicon/robot/proc/replace_banned_cyborg()
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to_chat(src, "<b>You are job banned from cyborg! Appeal your job ban if you want to avoid this in the future!</b>")
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ghostize(FALSE)
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var/list/mob/dead/observer/candidates = poll_candidates_for_mob("Do you want to play as [src]?", "Cyborg", null, 5 SECONDS, src)
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if(LAZYLEN(candidates))
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var/mob/dead/observer/chosen_candidate = pick(candidates)
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message_admins("[key_name_admin(chosen_candidate)] has taken control of ([key_name_admin(src)]) to replace a jobbanned player.")
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key = chosen_candidate.key
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//human -> alien
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/mob/living/carbon/human/proc/Alienize()
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if (notransform)
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return
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notransform = TRUE
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/alien_caste = pick("Hunter","Sentinel","Drone")
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var/mob/living/carbon/alien/adult/new_xeno
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switch(alien_caste)
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if("Hunter")
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new_xeno = new /mob/living/carbon/alien/adult/hunter(loc)
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if("Sentinel")
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new_xeno = new /mob/living/carbon/alien/adult/sentinel(loc)
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if("Drone")
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new_xeno = new /mob/living/carbon/alien/adult/drone(loc)
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new_xeno.set_combat_mode(TRUE)
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new_xeno.key = key
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update_atom_languages()
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to_chat(new_xeno, "<B>You are now an alien.</B>")
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. = new_xeno
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qdel(src)
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/mob/living/carbon/human/proc/slimeize(reproduce as num)
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if (notransform)
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return
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notransform = TRUE
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add_traits(list(TRAIT_IMMOBILIZED, TRAIT_HANDS_BLOCKED), TRAIT_GENERIC)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/simple_animal/slime/new_slime
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if(reproduce)
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var/number = pick(14;2,3,4) //reproduce (has a small chance of producing 3 or 4 offspring)
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var/list/babies = list()
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for(var/i in 1 to number)
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var/mob/living/simple_animal/slime/M = new/mob/living/simple_animal/slime(loc)
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M.set_nutrition(round(nutrition/number))
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step_away(M,src)
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babies += M
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new_slime = pick(babies)
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else
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new_slime = new /mob/living/simple_animal/slime(loc)
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new_slime.set_combat_mode(TRUE)
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new_slime.key = key
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to_chat(new_slime, "<B>You are now a slime. Skreee!</B>")
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. = new_slime
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qdel(src)
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/mob/proc/become_overmind(starting_points = OVERMIND_STARTING_POINTS)
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var/mob/camera/blob/B = new /mob/camera/blob(get_turf(src), starting_points)
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B.key = key
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. = B
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qdel(src)
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/mob/living/carbon/human/proc/corgize()
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if (notransform)
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return
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notransform = TRUE
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts) //this really should not be necessary
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qdel(t)
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var/mob/living/basic/pet/dog/corgi/new_corgi = new /mob/living/basic/pet/dog/corgi (loc)
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new_corgi.set_combat_mode(TRUE)
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new_corgi.key = key
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to_chat(new_corgi, "<B>You are now a Corgi. Yap Yap!</B>")
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. = new_corgi
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qdel(src)
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/mob/living/carbon/proc/gorillize()
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if(notransform)
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return
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notransform = TRUE
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Paralyze(1, ignore_canstun = TRUE)
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SSblackbox.record_feedback("amount", "gorillas_created", 1)
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var/Itemlist = get_equipped_items(TRUE)
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Itemlist += held_items
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for(var/obj/item/W in Itemlist)
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dropItemToGround(W, TRUE)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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var/mob/living/simple_animal/hostile/gorilla/new_gorilla = new (get_turf(src))
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new_gorilla.set_combat_mode(TRUE)
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if(mind)
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mind.transfer_to(new_gorilla)
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else
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new_gorilla.key = key
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to_chat(new_gorilla, "<B>You are now a gorilla. Ooga ooga!</B>")
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. = new_gorilla
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qdel(src)
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/mob/living/carbon/human/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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if(notransform)
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return
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notransform = TRUE
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Paralyze(1, ignore_canstun = TRUE)
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for(var/obj/item/W in src)
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dropItemToGround(W)
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regenerate_icons()
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icon = null
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invisibility = INVISIBILITY_MAXIMUM
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for(var/t in bodyparts)
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qdel(t)
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You suddenly feel more... animalistic."))
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. = new_mob
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qdel(src)
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/mob/proc/Animalize()
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var/list/mobtypes = typesof(/mob/living/simple_animal) + typesof(/mob/living/basic)
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var/mobpath = tgui_input_list(usr, "Which type of mob should [src] turn into?", "Choose a type", sort_list(mobtypes, GLOBAL_PROC_REF(cmp_typepaths_asc)))
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if(isnull(mobpath))
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return
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if(!safe_animal(mobpath))
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to_chat(usr, span_danger("Sorry but this mob type is currently unavailable."))
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return
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var/mob/living/new_mob = new mobpath(src.loc)
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new_mob.key = key
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new_mob.set_combat_mode(TRUE)
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to_chat(new_mob, span_boldnotice("You feel more... animalistic."))
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. = new_mob
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qdel(src)
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/* Certain mob types have problems and should not be allowed to be controlled by players.
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*
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* This proc is here to force coders to manually place their mob in this list, hopefully tested.
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* This also gives a place to explain -why- players shouldn't be turn into certain mobs and hopefully someone can fix them.
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*/
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/mob/proc/safe_animal(MP)
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//Bad mobs! - Remember to add a comment explaining what's wrong with the mob
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if(!MP)
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return FALSE //Sanity, this should never happen.
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if(ispath(MP, /mob/living/simple_animal/hostile/construct))
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return FALSE //Verbs do not appear for players.
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//Good mobs!
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if(ispath(MP, /mob/living/simple_animal/pet/cat))
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return TRUE
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if(ispath(MP, /mob/living/basic/pet/dog/corgi))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/crab))
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return TRUE
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if(ispath(MP, /mob/living/basic/carp))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/mushroom))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/shade))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/killertomato))
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return TRUE
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if(ispath(MP, /mob/living/basic/mouse))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/hostile/bear))
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return TRUE
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if(ispath(MP, /mob/living/simple_animal/parrot))
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return TRUE //Parrots are no longer unfinished! -Nodrak
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//Not in here? Must be untested!
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return FALSE
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#undef TRANSFORMATION_DURATION
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